#version 110

varying vec3 LightIntensity;
varying vec2 TexCoord;

uniform sampler2D Tex1;

void main()
{
float z = (gl_FragCoord.z /gl_FragCoord.w) / 1200.0;
	float fogFactor = exp2(-30.0 * z * z);
	fogFactor = clamp(fogFactor, 0.0, 1.0);
	vec4 texColor = texture2D( Tex1, TexCoord );
	
	//LightIntensity = vec3(0.5, 0,5, 0,5, 0,5);
	//gl_FragColor = texColor * vec4(LightIntensity, 1.0);
	gl_FragColor = texColor * 0.2 ;
	//gl_FragColor = mix(vec4(0.1,0.1,0.2,1.0), gl_FragColor, fogFactor);

}
